/*
 * Copyright (C) 2005-2011 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008-2011 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2006-2011 ScriptDev2 <http://www.scriptdev2.com/>
 *
 * Copyright (C) 2010-2011 ProjectSkyfire <http://www.projectskyfire.org/>
 * 
 * Copyright (C) 2011 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

/* ScriptData
 SDName: Boss_Ouro
 SD%Complete: 85
 SDComment: No model for submerging. Currently just invisible.
 SDCategory: Temple of Ahn'Qiraj
 EndScriptData */

#include "ScriptPCH.h"
#include "temple_of_ahnqiraj.h"

#define SPELL_SWEEP             26103
#define SPELL_SANDBLAST         26102
#define SPELL_GROUND_RUPTURE    26100
#define SPELL_BIRTH             26262                       //The Birth Animation
#define SPELL_DIRTMOUND_PASSIVE 26092

class boss_ouro: public CreatureScript {
public:
	boss_ouro() :
			CreatureScript("boss_ouro") {
	}

	CreatureAI* GetAI(Creature* pCreature) const {
		return new boss_ouroAI(pCreature);
	}

	struct boss_ouroAI: public ScriptedAI {
		boss_ouroAI(Creature *c) :
				ScriptedAI(c) {
		}

		uint32 Sweep_Timer;
		uint32 SandBlast_Timer;
		uint32 Submerge_Timer;
		uint32 Back_Timer;
		uint32 ChangeTarget_Timer;
		uint32 Spawn_Timer;

		bool Enrage;
		bool Submerged;

		void Reset() {
			Sweep_Timer = 5000 + rand() % 5000;
			SandBlast_Timer = 20000 + rand() % 15000;
			Submerge_Timer = 90000 + rand() % 60000;
			Back_Timer = 30000 + rand() % 15000;
			ChangeTarget_Timer = 5000 + rand() % 3000;
			Spawn_Timer = 10000 + rand() % 10000;

			Enrage = false;
			Submerged = false;
		}

		void EnterCombat(Unit * /*who*/) {
			DoCast(me->getVictim(), SPELL_BIRTH);
		}

		void UpdateAI(const uint32 diff) {
			//Return since we have no target
			if (!UpdateVictim())
				return;

			//Sweep_Timer
			if (!Submerged && Sweep_Timer <= diff) {
				DoCast(me->getVictim(), SPELL_SWEEP);
				Sweep_Timer = 15000 + rand() % 15000;
			} else
				Sweep_Timer -= diff;

			//SandBlast_Timer
			if (!Submerged && SandBlast_Timer <= diff) {
				DoCast(me->getVictim(), SPELL_SANDBLAST);
				SandBlast_Timer = 20000 + rand() % 15000;
			} else
				SandBlast_Timer -= diff;

			//Submerge_Timer
			if (!Submerged && Submerge_Timer <= diff) {
				//Cast
				me->HandleEmoteCommand(EMOTE_ONESHOT_SUBMERGE);
				me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
				me->setFaction(35);
				DoCast(me, SPELL_DIRTMOUND_PASSIVE);

				Submerged = true;
				Back_Timer = 30000 + rand() % 15000;
			} else
				Submerge_Timer -= diff;

			//ChangeTarget_Timer
			if (Submerged && ChangeTarget_Timer <= diff) {
				Unit *pTarget = NULL;
				pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0);

				if (pTarget)
					DoTeleportTo(pTarget->GetPositionX(),
							pTarget->GetPositionY(), pTarget->GetPositionZ());

				ChangeTarget_Timer = 10000 + rand() % 10000;
			} else
				ChangeTarget_Timer -= diff;

			//Back_Timer
			if (Submerged && Back_Timer <= diff) {
				me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
				me->setFaction(14);

				DoCast(me->getVictim(), SPELL_GROUND_RUPTURE);

				Submerged = false;
				Submerge_Timer = 60000 + rand() % 60000;
			} else
				Back_Timer -= diff;

			DoMeleeAttackIfReady();
		}
	};
};

void AddSC_boss_ouro() {
	new boss_ouro();
}
